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37+ New weapons - FF6 Comprehensive Arsenal Patch

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(04-24-2024, 04:50 PM)C-Dude Wrote: The spreadsheet has animation script addresses, but regrettably is missing many of the other addresses that are modified by your patch.  Something very difficult to work out is how the tile maps are changed in the D2 bank (and which changes correspond to which weapon).  Could you go into further detail as to how you set up the tile layout for the weapons?  This information would be immensely helpful for people trying to add additional weapons, or those trying to integrate them into an existing project.  Even simply listing the D2 addresses that each weapon alters would be of tremendous utility.  The animation frame data addresses in D1 would be quite useful as well.

Also, both patches have a bunch of FF3USME shifted data (the World of Ruin shift build into the program by its creator).  This is fine for the plug-and-play, but you may want to crop the changes after 2EB21E for the hack-oriented patch.
Code:
2EB21E       8    No     0000164D-00001659        D
2F4A46    52D1    No     0000165A-0000692F     52D6

I've written some node scripts to automatically track pointers and addresses for any animation and weapon, which were really useful (despite my coding skills lol):

[Image: zT7xCun.png]

I haven't posted it on github yet, but I'll try to do it asap, or at least use this script to further document the project as you asked.

Also, I wasn't aware of the FF3USME changes on the hack-oriented, I'll be investigating it further.
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  • C-Dude (04-24-2024)



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RE: 37+ New weapons - FF6 Comprehensive Arsenal Patch - by tomilho - 04-24-2024, 05:23 PM

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